Author Topic: Level design  (Read 2100 times)

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Offline CGB [Ancient Demise]

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Level design
« on: October 18, 2011, 08:42:11 PM »
Name: Ancient Demise (Dem)
Location: GMT-5
Age: 23
Position: Level Design
Past Projects: I've done map and mod editing for myself in the past. I have created EaW, CNC3, and oblivion maps but never released them. I have the files somewhere around here... I have created several community maps for mwll: TC_ParadiseLost (my first project which still is not finished), TSA_Monument, TSA_NocturnalValley, TC_Monument (which combines the two previous tsa maps), TSA_MarioKart (an experiment in harasser races and gravity spheres), and TC_Zoetemeer. I have also created a battle armor trial using crysis AI for use in the sandbox editor only http://www.youtube.com/watch?v=woelXCmoFAw
Within SB2, I have used custom textures, custom sounds in zoetemeer (the music), and custom particles (steam from powerplant in tc monument). I have also made crude but working flowgraphs for ToD and temperature (tc_monument). I also have some trackview sequences in paradiselost (they trigger a minute or two after the game starts).
I have no experience with geocontrol. I'd love to learn it, but I don't own it.
Ties to Mechwarrior: I've been playing it since my dad got mech 2 in the mid/late 90s. I finally got a computer that can run this mod just this year and I have been active in the community ever since.

Other commitments: I can't map as much as I could this summer. I'd say maybe 4-8 hours a week as of now. I do have some free time since I'm looking for a job, but once I find one I have no idea how busy I'll be. I am usually not around on the weekends.

SAMPLES:

Sample screenshots are attached. First four are TC_Monument, next two are Zoetemeer, and last four are ParadiseLost

http://mwllmaps.com/?map=tc_paradiselost
http://mwllmaps.com/?map=tsa_monument_a
http://mwllmaps.com/?map=tsa_monument_b-valley
http://mwllmaps.com/?map=562
http://mwllmaps.com/?map=tc_zoetemeer

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 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline =KoS= Finalizer

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Re: Level design
« Reply #1 on: October 18, 2011, 09:10:58 PM »
Hey hey hey!

Though I have no real say in this of course, you get my full support. 8)

Superior commit notes for superior developers

Offline (Wilson)

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Re: Level design
« Reply #2 on: October 19, 2011, 01:41:31 AM »
I've sent you a pm with some contact info, hopefully we can hookup sometime soon and have a chat..
 
cheers for the app :)
"Engage people with what they expect; it is what they are able to discern and confirms their projections. It settles them into predictable patterns of response, occupying their minds while you wait for the extraordinary moment — that which they cannot anticipate"
- Attributed to Sun Tzu - The Art of War

Offline shadowkiller

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Re: Level design
« Reply #3 on: October 19, 2011, 12:27:49 PM »
Looks good to me. We have a team licence for gc2 and i will be MORE then happy to teach you everything i know about it. Its very underused atm so anyone willing to learn is an instant winner in my books. Please contact me via msn messenger at shadow_stalker28@hotmail.com. Cant wait to see some of the cool stuff you create. Hopefully soon you will be pumping out stuff like this. :D



P.S. This was just a test terrain, not for the mod. ;)
« Last Edit: October 19, 2011, 12:41:31 PM by shadowkiller »


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